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Thread: MMF2 bug

  1. #1
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    MMF2 bug

    I have two active objects on each side of the screen that, when active, stops enemies and the player from moving (keeping them either in or outside the screen).

    They are part of a group that work as obstacles in various ways (destroyable blocks, spikes, moving platforms, etc.).

    Everything has been working great so far, enemies pass through these walls without any problem and when a special event occurs, they are either locked in or are kept outside.

    As i made progress, working on the level, i noticed that the enemies that now overlap these walls react to them, even though the walls are not active.
    If the walls are active and the screen is scrolling, the enemies get pushed aside, this is very different to what is happening. In this case they simply get stuck in the walls a little bit above the ground (and float upwards if they jump).

    The reason i think this is a bug, is that it ONLY happens when i have built a certain part of the level.
    If i delete this part, the problem dissappears.
    If i create a new part, from scratch, the problem re-appears.
    Is there any objects that i add which might interfere with the code?
    Nope! None.
    Everything I'm using beyond this part of the level has already been used.
    My code is obviously affecting things somehow, but it's very strange that this only seems to happen once i build to a certain part of the level.

    Why does this happen? Please, someone, tell me that there is a way to fix this.

    Could it be object count? There are 187 active objects present when things mess up and 127 active objects when things are still ok. This should be nothing, right? My object limit is set to 1000.

    I've got build 2.47.


    (Also, completely unrelated, decimals like 0.01 leave weird mumbo jumbo like "1.e-002" that doesn't work. I recall decimals like this worked in an earlier build.)

  2. #2
    Clickteam Clickteam
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    Re: MMF2 bug

    I think someone would have to see it and recreate it to offer anyhelp.

    Other then that as you say nothing your doing could be causing this behavior so if you wanted you could

    1 - have a copy of the MFA file without the bug so we can see it run correctly without the problem

    2 - give a solid step by step (down to the idiots level) of what to do to show the bug -- A video of what happens when you do it would be helpful also

    3 - Send that all into me jvance@clickteam.com and I will take a look and then if its a deeper bug problem ask Yves or Francois to put it on their schedule to take a look.

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    Re: MMF2 bug

    Followed step 3!

    Thanks for the quick reply. I hope it makes sense to you and is fixable.

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    Re: MMF2 bug

    Ok, figured it out o_o...
    Of course, it was me jumping to conclusions. Won't happen again... in a while.

    If you could please lock or delete this topic of idiocy, that'd be good. *slaps self*

  5. #5
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: (Not an) MMF2 bug

    Don't worry, this is how these topics usually turn out.

    To aid others, though, what did you find out was going wrong?

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    Re: (Not an) MMF2 bug

    Something as simple as enemies standing on top of an active obstacle. I haven't delved into it further since i'm too tired, but that seems to be it!
    The reason i came to my farfetched conclusion is that the latter part of the level has these instances... ho boy..!

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